d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
242 lines
5.8 KiB
C++
242 lines
5.8 KiB
C++
/*************************************************************************/
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/* os_server.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "servers/visual/visual_server_raster.h"
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#include "servers/visual/rasterizer_dummy.h"
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#include "os_server.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "print_string.h"
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#include "servers/physics/physics_server_sw.h"
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#include "main/main.h"
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#include <unistd.h>
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int OS_Server::get_video_driver_count() const {
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return 1;
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}
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const char * OS_Server::get_video_driver_name(int p_driver) const {
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return "Dummy";
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}
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OS::VideoMode OS_Server::get_default_video_mode() const {
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return OS::VideoMode(800,600,false);
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}
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void OS_Server::initialize(const VideoMode& p_desired,int p_video_driver,int p_audio_driver) {
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args=OS::get_singleton()->get_cmdline_args();
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current_videomode=p_desired;
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main_loop=NULL;
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rasterizer = memnew( RasterizerDummy );
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visual_server = memnew( VisualServerRaster(rasterizer) );
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AudioDriverManagerSW::get_driver(p_audio_driver)->set_singleton();
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if (AudioDriverManagerSW::get_driver(p_audio_driver)->init()!=OK) {
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ERR_PRINT("Initializing audio failed.");
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}
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sample_manager = memnew( SampleManagerMallocSW );
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audio_server = memnew( AudioServerSW(sample_manager) );
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audio_server->init();
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spatial_sound_server = memnew( SpatialSoundServerSW );
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spatial_sound_server->init();
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spatial_sound_2d_server = memnew( SpatialSound2DServerSW );
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spatial_sound_2d_server->init();
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ERR_FAIL_COND(!visual_server);
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visual_server->init();
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//
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physics_server = memnew( PhysicsServerSW );
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physics_server->init();
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physics_2d_server = memnew( Physics2DServerSW );
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physics_2d_server->init();
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input = memnew( InputDefault );
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_ensure_data_dir();
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}
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void OS_Server::finalize() {
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if(main_loop)
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memdelete(main_loop);
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main_loop=NULL;
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spatial_sound_server->finish();
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memdelete(spatial_sound_server);
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spatial_sound_2d_server->finish();
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memdelete(spatial_sound_2d_server);
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//if (debugger_connection_console) {
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// memdelete(debugger_connection_console);
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//}
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memdelete(sample_manager);
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audio_server->finish();
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memdelete(audio_server);
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visual_server->finish();
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memdelete(visual_server);
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memdelete(rasterizer);
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physics_server->finish();
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memdelete(physics_server);
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physics_2d_server->finish();
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memdelete(physics_2d_server);
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memdelete(input);
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args.clear();
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}
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void OS_Server::set_mouse_show(bool p_show) {
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}
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void OS_Server::set_mouse_grab(bool p_grab) {
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grab=p_grab;
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}
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bool OS_Server::is_mouse_grab_enabled() const {
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return grab;
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}
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int OS_Server::get_mouse_button_state() const {
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return 0;
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}
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Point2 OS_Server::get_mouse_pos() const {
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return Point2();
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}
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void OS_Server::set_window_title(const String& p_title) {
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}
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void OS_Server::set_video_mode(const VideoMode& p_video_mode,int p_screen) {
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}
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OS::VideoMode OS_Server::get_video_mode(int p_screen) const {
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return current_videomode;
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}
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Size2 OS_Server::get_window_size() const {
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return Vector2(current_videomode.width,current_videomode.height) ;
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}
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void OS_Server::get_fullscreen_mode_list(List<VideoMode> *p_list,int p_screen) const {
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}
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MainLoop *OS_Server::get_main_loop() const {
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return main_loop;
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}
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void OS_Server::delete_main_loop() {
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if (main_loop)
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memdelete(main_loop);
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main_loop=NULL;
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}
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void OS_Server::set_main_loop( MainLoop * p_main_loop ) {
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main_loop=p_main_loop;
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input->set_main_loop(p_main_loop);
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}
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bool OS_Server::can_draw() const {
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return false; //can never draw
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};
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String OS_Server::get_name() {
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return "Server";
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}
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void OS_Server::move_window_to_foreground() {
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}
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void OS_Server::set_cursor_shape(CursorShape p_shape) {
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}
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void OS_Server::run() {
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force_quit = false;
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if (!main_loop)
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return;
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main_loop->init();
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while (!force_quit) {
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if (Main::iteration()==true)
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break;
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};
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main_loop->finish();
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}
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OS_Server::OS_Server() {
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AudioDriverManagerSW::add_driver(&driver_dummy);
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//adriver here
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grab=false;
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};
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